Tarril Wolfeye
First Post
I agree with you, and I don't debate what it does. My problem is that it means the random treasure (whether through dice roll, DM fiat or pregen adventure) is now a serious hurdle to playing a character concept that you may have developed. As an example, the 3e samurai with his ancestral daisho.
So you're saying if your DM uses random treasure through dice roll (not in DMG) or screws you over (DMG tells him otherwise) or doesn't change pregen adventure treasure (which he should - DMG says so), you're getting a bad deal.
In short - if your DM is a bad DM you suffer.

(That said, I fully expect there to be a Weapon of Legacy style supplement at SOME point, but comparing core to core, 3e allows this, 4e does not. Even if you can't do it yourself you could pay someone to enchant.)
Well you can pay someone to enchant your +1 thundering weapon to be +2 thundering. It's not explicitly mentioned in the Enchant Magic Item ritual, but as you can use it to resize magic armor, the RAI is clear.
I don't even think it's much of a paradigm shift. It keeps magic items as a commodity, it just increases the penalty. 3e had a 1 for 2 penalty, 4e has a 1 for 5 penalty. It's just more penalty to get what you want.
Yes, but 3e used geometric progression. This means after selling your +(x) weapon/armor/amulet/cloak/ring/whatever for half you will only get enough to buy +(x-1) if x=3 or less. If you sell a 200000 gp sword (+10 bonuses) you just get 100000, barely enough for a +7 bonuses sword.
4e uses exponential progression. If you disenchant or sell your +(x) weapon/armor/amulet/cloak you get enough gp to get a +(x-1) item (not counting 10 to 40 percent markup). This doesn't change at upper levels.